I wonder if anyone has generated planets by running a geological simulation - plates, subduction zones, vulcanism, erosion.... etc.
Dwarf Fortress does.
Planet Generation - Part I
21–27 of 27 posts
Re: Planet Generation - Part I
#22Edit: scratch that, you need an ungodly amount of parameters to get anything fine... works better for designing asteroids
Re: Planet Generation - Part I
#23I wonder if anyone has generated planets by running a geological simulation - plates, subduction zones, vulcanism, erosion.... etc.
Dwarf Fortress does.
Re: Planet Generation - Part I
#24Very cool result! I've been wondering about applying the height-maps that you get from Perlin/Simplex directly to the vertices of a planet, for 3D terrain. I'd imagine that the cube mapping approach might not be perfect for this because of the irregular distance between vertices. The geodesic dome would probably work, but I have no idea how you would generate noise for a shape like that.
I've used a cubemap approach to render procedurally generated asteroid geometry and it works pretty well. I start by generating the heightmap using 3D simplex noise, Then when rendering I use a domain shader to offset the vertices of an icosphere along the normal vector according the the height in the heightmap. http://imgur.com/rpKalpk I've got a bunch of other procedural content generation blog entries over at http…
Thanks for the links, I'll definitely check them out.
Re: Planet Generation - Part I
#25I wonder if anyone has generated planets by running a geological simulation - plates, subduction zones, vulcanism, erosion.... etc.
http://www.gamedev.net/topic/623145-terrain-generation-with-...
I'm hoping to find time to use it myself, and possible extend it. Thankfully its open source.
Re: Planet Generation - Part I
#26Very cool result! I've been wondering about applying the height-maps that you get from Perlin/Simplex directly to the vertices of a planet, for 3D terrain. I'd imagine that the cube mapping approach might not be perfect for this because of the irregular distance between vertices. The geodesic dome would probably work, but I have no idea how you would generate noise for a shape like that.
You'd actually generate noise just the same way as I used 3D Simplex noise. I am unsure on UV mapping though as I have not experimented with it yet when using geodesics. Instead I just escaped the problem by using a collapsed cube :)
Re: Planet Generation - Part I
#27Very cool result! I've been wondering about applying the height-maps that you get from Perlin/Simplex directly to the vertices of a planet, for 3D terrain. I'd imagine that the cube mapping approach might not be perfect for this because of the irregular distance between vertices. The geodesic dome would probably work, but I have no idea how you would generate noise for a shape like that.